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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
31ee7989de |
No files matched your search
@@ -32,7 +32,7 @@ jobs:
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git \
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libssl-dev
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- name: Build Linux
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run: ./scripts/build-linux.sh
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run: ./scripts/linux/build-linux.sh
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- name: Upload Linux binary
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uses: actions/upload-artifact@v3
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with:
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@@ -48,7 +48,7 @@ jobs:
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- name: Setup pspdev
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uses: ./.github/actions/setup-pspdev
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- name: Build PSP
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run: ./scripts/build-psp.sh
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run: ./scripts/psp/build-psp.sh
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- name: Move EBOOT.PBP to Dusk subfolder
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run: |
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mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
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@@ -103,7 +103,7 @@ jobs:
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libgles2:arm64 \
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libgl1-mesa-dev:arm64
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- name: Build Knulli
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run: ./scripts/build-knulli.sh
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run: ./scripts/knulli/build-knulli.sh
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- name: Move output to Dusk subfolder
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run: |
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mkdir -p ./git-artifcats/Dusk
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@@ -134,7 +134,7 @@ jobs:
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gamecube-sdl2 ppc-liblzma ppc-libzip \
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gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
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- name: Build GameCube
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run: ./scripts/build-gamecube.sh
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run: ./scripts/gamecube/build-gamecube.sh
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- name: Copy output files
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run: |
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mkdir -p ./git-artifcats/Dusk
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@@ -166,7 +166,7 @@ jobs:
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gamecube-sdl2 ppc-liblzma ppc-libzip \
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gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
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- name: Build GameCube ISO
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run: ./scripts/build-gamecube-iso.sh
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run: ./scripts/gamecube/build-gamecube-iso.sh
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- name: Copy output files
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run: |
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mkdir -p ./git-artifcats/Dusk
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@@ -199,7 +199,7 @@ jobs:
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gamecube-sdl2 ppc-liblzma ppc-libzip \
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gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
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- name: Build Wii
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run: ./scripts/build-wii.sh
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run: ./scripts/wii/build-wii.sh
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- name: Copy output files
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run: |
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mkdir -p ./git-artifcats/Dusk/apps/Dusk
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@@ -232,7 +232,7 @@ jobs:
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gamecube-sdl2 ppc-liblzma ppc-libzip \
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gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
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- name: Build Wii ISO
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run: ./scripts/build-wii-iso.sh
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run: ./scripts/wii/build-wii-iso.sh
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- name: Copy output files
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run: |
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mkdir -p ./git-artifcats/Dusk
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@@ -32,4 +32,4 @@ jobs:
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git \
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libssl-dev
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- name: Run tests
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run: ./scripts/test-linux.sh
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run: ./scripts/linux/test-linux.sh
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+1
-1
@@ -91,7 +91,7 @@ assets/borrowed
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/archive0
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/archive1
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/archive
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# /archive
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__pycache__
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@@ -142,30 +142,13 @@ endif()
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# asset edit. tools.asset.pack itself decides whether anything actually
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# changed (see its manifest check) and no-ops quickly when nothing did,
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# so this stays cheap on a build where assets are untouched.
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#
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# A .ds script under assets/ is compiled to .dsb by duskscriptcc as part of
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# packing, so dusk.dsk only ever carries bytecode. duskscriptcc is a host
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# tool, only built when target_system is the build host (linux/knulli, see
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# src/CMakeLists.txt) - a cross-compiled console target has no duskscriptcc
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# of its own to depend on or pass down, so it can only pack assets with no
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# .ds in them until something sets up a host-built duskscriptcc for it too.
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if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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set(DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS --duskscriptcc "$<TARGET_FILE:duskscriptcc>")
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set(DUSK_ASSET_PACK_DEPENDS duskscriptcc)
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else()
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set(DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS "")
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set(DUSK_ASSET_PACK_DEPENDS "")
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endif()
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add_custom_target(DUSK_ASSETS_BUILT ALL
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COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
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COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
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--input "${DUSK_ASSETS_DIR}"
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--output "${DUSK_ASSETS_ZIP}"
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${DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS}
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WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
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BYPRODUCTS "${DUSK_ASSETS_ZIP}"
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DEPENDS ${DUSK_ASSET_PACK_DEPENDS}
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COMMENT "Packing assets into dusk.dsk"
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VERBATIM
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)
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Binary file not shown.
Binary file not shown.
@@ -0,0 +1,21 @@
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{
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"moves": {
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"fire": {
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// Target flags
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"enemies": true,
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"allies": true,
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"multiple": false,
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"self": true,
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"default": "enemy",
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"target": "SINGLE_ENEMY"
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},
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"slash": {
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"enemies": true,
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"allies": true,
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"self": false,
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"default": "enemy",
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"target": "SINGLE_ENEMY"
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}
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}
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}
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@@ -0,0 +1,21 @@
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{
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"items": [
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{
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"type": "MODAL",
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"title": "Fire",
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"message": "A burst of flame scorches the target."
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},
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{
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"type": "WAIT",
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"seconds": 2
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "BATTLE_FIGHTER_DAMAGE",
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"fighter": "target",
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"amount": 12
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}
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]
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}
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@@ -0,0 +1,21 @@
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{
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"items": [
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{
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"type": "MODAL",
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"title": "Slash",
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"message": "A quick blade strike cuts across the target."
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},
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{
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"type": "WAIT",
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"seconds": 2
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "BATTLE_FIGHTER_DAMAGE",
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"fighter": "target",
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"amount": 8
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}
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]
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}
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@@ -0,0 +1,18 @@
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{
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"items": [
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{
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"type": "BATTLE_START",
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"enemies": [
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{
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"attack": 8, "defense": 4, "magic": 0, "speed": 5, "luck": 2,
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"healthMax": 30, "mpMax": 0,
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"abilities": ["fire"]
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},
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{
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"attack": 6, "defense": 3, "magic": 0, "speed": 7, "luck": 2,
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"healthMax": 20, "mpMax": 0
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}
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]
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}
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]
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}
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@@ -0,0 +1,68 @@
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{
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"items": [
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// First thing, try and find a save device, used for settings and what not.
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{
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"type": "MODAL",
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"title": "initial.checking_save.title",
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"message": "initial.checking_save.message"
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},
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{
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"type": "WAIT",
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"seconds": 0.2
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},
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{
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"type": "SAVE_DEVICE_CHECK",
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"successMarker": "CONTINUE",
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"failureMarker": "SAVE_DEVICE_NOT_FOUND"
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},
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// No save device found
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{
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"type": "MARKER",
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"name": "SAVE_DEVICE_NOT_FOUND"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "MODAL_OPTIONS_MARKERS",
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"title": "initial.no_device.title",
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"message": "initial.no_device.message",
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"options": [
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{
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"text": "initial.no_device.retry",
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"marker": "SAVE_DEVICE_RETRY"
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},
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{
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"text": "initial.no_device.continue",
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"marker": "CONTINUE"
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}
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]
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},
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// Save device not found, user to retry, just close modal and loop
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{
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"type": "MARKER",
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"name": "SAVE_DEVICE_RETRY"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "RESTART"
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},
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// Save device found (or continuing without one)
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{
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"type": "MARKER",
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"name": "CONTINUE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "CUTSCENE",
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"name": "cutscenes/main_menu.jsonc"
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}
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]
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}
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@@ -0,0 +1,140 @@
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{
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"items": [
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{
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"type": "MARKER",
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"name": "MAIN_MENU_IDLE"
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},
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{
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"type": "UI_SHOW",
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"name": "main_menu"
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},
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// Options button goes here - no options screen yet, so this is just
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// an alias landing right back on the idle loop below.
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{
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"type": "MARKER",
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"name": "OPTIONS"
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},
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{
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"type": "IDLE"
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},
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// New Game button goes here.
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{
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"type": "MARKER",
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"name": "NEW_GAME"
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},
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{
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"type": "MODAL",
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"title": "main_menu.checking_save.title",
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"message": "main_menu.checking_save.message"
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},
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{
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"type": "WAIT",
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"seconds": 0.2
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},
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{
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"type": "SAVE_DEVICE_CHECK",
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"successMarker": "SAVE_DEVICE_FOUND",
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"failureMarker": "SAVE_DEVICE_NOT_FOUND"
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},
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// Save device not found
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{
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"type": "MARKER",
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"name": "SAVE_DEVICE_NOT_FOUND"
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},
|
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{
|
||||
"type": "MODAL_CLOSE"
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},
|
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{
|
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"type": "MODAL_OPTIONS_MARKERS",
|
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"title": "main_menu.no_device.title",
|
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"message": "main_menu.no_device.message",
|
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"options": [
|
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{
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"text": "main_menu.no_device.retry",
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"marker": "NEW_GAME"
|
||||
},
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{
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"text": "main_menu.no_device.continue",
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"marker": "SAVE_DEVICE_FOUND"
|
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}
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]
|
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},
|
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|
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// Save data failed to load (e.g. corrupt/unreadable) - only option is
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// to retry, no "continue without saving" here since we already know a
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// device is present.
|
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{
|
||||
"type": "MARKER",
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"name": "LOAD_ERROR"
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},
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||||
{
|
||||
"type": "MODAL_OPTIONS_MARKERS",
|
||||
"title": "main_menu.save_load_error.title",
|
||||
"message": "main_menu.save_load_error.message",
|
||||
"options": [
|
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{
|
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"text": "main_menu.save_load_error.retry",
|
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"marker": "NEW_GAME"
|
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}
|
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]
|
||||
},
|
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|
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// Quit Game button goes here. Cancelling jumps back to
|
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// MAIN_MENU_IDLE; confirming falls through to QUIT_GAME, which
|
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// ends the process directly.
|
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{
|
||||
"type": "MARKER",
|
||||
"name": "QUIT"
|
||||
},
|
||||
{
|
||||
"type": "MODAL_OPTIONS_MARKERS",
|
||||
"title": "main_menu.quit_confirm",
|
||||
"options": [
|
||||
{
|
||||
"text": "ui.confirm.confirm",
|
||||
"marker": "QUIT_CONFIRMED"
|
||||
},
|
||||
{
|
||||
"text": "ui.confirm.cancel",
|
||||
"marker": "MAIN_MENU_IDLE"
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
{
|
||||
"type": "MARKER",
|
||||
"name": "QUIT_CONFIRMED"
|
||||
},
|
||||
{
|
||||
"type": "QUIT_GAME"
|
||||
},
|
||||
|
||||
// main menu just listens for cutscene ending to show the select save modal
|
||||
// so we have that here.
|
||||
{
|
||||
"type": "MARKER",
|
||||
"name": "SAVE_DEVICE_FOUND"
|
||||
},
|
||||
{
|
||||
"type": "MODAL_CLOSE"
|
||||
},
|
||||
{
|
||||
"type": "SAVE_LOAD_ALL_SLOTS",
|
||||
"successMarker": "LOADED",
|
||||
"failureMarker": "LOAD_ERROR"
|
||||
},
|
||||
|
||||
// Must be the very last item - falling off the end here is what
|
||||
// completes the cutscene and fires uiMainMenuOpenSelectSave (see
|
||||
// cutsceneSystemSetOnComplete in ui/screen/mainmenu/uimainmenu.c).
|
||||
// Placing this anywhere earlier would fall through into whatever
|
||||
// comes next instead (e.g. the QUIT block, if placed just before it).
|
||||
{
|
||||
"type": "MARKER",
|
||||
"name": "LOADED"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
// Placeholder for the new-game intro flow - just shows a modal for now.
|
||||
"items": [
|
||||
{
|
||||
"type": "MODAL",
|
||||
"title": "New Game",
|
||||
"message": "This is a placeholder for the new game intro.",
|
||||
"blocking": true
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
// Entry point, run once by the engine after every other system is ready.
|
||||
|
||||
var camera = entityAdd();
|
||||
var cameraPosition = entityAddComponent(camera, COMPONENT_TYPE_POSITION);
|
||||
entityAddComponent(camera, COMPONENT_TYPE_CAMERA);
|
||||
entityPositionLookAt(camera, cameraPosition, 3, 3, 3, 0, 0, 0);
|
||||
|
||||
var cube = entityAdd();
|
||||
var cubePosition = entityAddComponent(cube, COMPONENT_TYPE_POSITION);
|
||||
var cubeRenderable = entityAddComponent(cube, COMPONENT_TYPE_RENDERABLE);
|
||||
entityRenderableSetMesh(cube, cubeRenderable, "cube");
|
||||
entityPositionSetLocalPosition(cube, cubePosition, 0, 0, 0);
|
||||
|
||||
var plane = entityAdd();
|
||||
var planePosition = entityAddComponent(plane, COMPONENT_TYPE_POSITION);
|
||||
var planeRenderable = entityAddComponent(plane, COMPONENT_TYPE_RENDERABLE);
|
||||
entityRenderableSetMesh(plane, planeRenderable, "plane");
|
||||
entityPositionSetLocalPosition(plane, planePosition, 0, 0, 0);
|
||||
|
||||
consolePrint("Camera, cube and plane created");
|
||||
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"items": {
|
||||
"potion": { "type": "MEDICINE" },
|
||||
"potato": { "type": "FOOD" },
|
||||
"apple": { "type": "FOOD" }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
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|
||||
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